On Wed, Jun 24, 2009 at 9:09 PM, <smd...@student.cs.york.ac.uk> wrote: > Hello Again List, > A couple of minor issues have come up during my work today and I would > appreciate any help people can be on these topics. > > 1.) The quest manager has a specific method to add each type of reward > (For example, for the Change Property Reward their is > AddChangePropertyReward (...).) However, the following rewards do not have > a specific method for adding them to a response: CreateEntity, > DestoryEntity, Message and Action. > > How are these rewards currently used? Or are they not? My challenge has > been in using them as rewards within an example quest, and my query is > really whether I should write AddSpecificReward methods for each of these > rewards into the quest manager.
Those methods are only conveniance methods. You don't really need them. For example, instead of AddChangePropertyReward(response,...) you can also do: response->AddRewardFactory() where you first create an instance of iQuestRewardFactory. You can create such instances by using iQuestRewardType->CreateRewardFactory(). You can get the iQuestRewardType by doing iQuestManager->GetRewardType(). So basically: iQuestRewardType* type = mgr->GetRewardType ("cel.questreward.createentity"); csRef<iQuestRewardFactory> fact = type->CreateRewardFactory(); iQuestTriggerResponseFactory* response = ...; response->AddRewardFactory (fact); > > > 2.) Pablo previously mentioned in the emails regarding the project > deliverables that cel expressions are used in rewards to use values from > properties. Are cel expressions the same as quest expressions? And is, > therefore, this the correct documentation for this feature: > http://cel.crystalspace3d.org/main/Quest_Expressions Yes > 3.) Given that the New State Reward is highly specific to quests, I can > see no benefit from factoring it out of the Quest system. However, perhaps > I should to maintain consistancy with the rest of the refactor, any > opinions? Or can anyone suggest a use of this reward outside of Quests? I think this is one you might like to keep inside the quest manager. It is indeed fairly specific. > 4.) Throughout the discussion of this project, I have focussed > specifically on mentioning that rewards and triggers will be factored out > of the Quest system but have not considered sequences. I still have done > little work with sequences, but it appears logical to me at this time that > they should also be factored out. Any opinions? Yes, they should also be refactored out. Greetings, -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ ------------------------------------------------------------------------------ _______________________________________________ Cel-main mailing list Cel-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/cel-main